Here's a preview for a character for my own game project I'm working on. Right now she's at 3758 tri's and I was going for under 4k or under. I'll post some more pics when I get the high resolution and the normal map done.
i would be carefull with the sharp points on the legs. even if its going to be normal maped it will look weird in the silhouette. post some wireframes.
I'm gonna keep her with the spikes she has now, I just don't think it would look right from all angles with planes for her spikes. I will probly adjust some areas of the pants to be not as pointy.
Here's some wires but it's all tripled since some polies don't show when it's not. The one poly strip sufaces didn't render correctly in these( eg bandoleer ).
Hey i really like this character! I love the style...just curious since you're using it for a game are you going to be animating the face at all...because if you are going to animate a lip sync or anything may want to spend a few more tris on the mouth area just for realistic deforms.
Her nose and mouth look out of proportion. Try to adjust that to appear more human.
It would help this model to follow the saying "less is more". It suffers from being too excessive and lacking a clear design. Does she really need all those zippers, pockets, straps, arm bands, etc...and are you willing to texture them all? I advise you spend less time thinking about accessories, and more time refining the face and hair and wardrobe. She lacks style or any unique features.
Been awhile since I worked on this but I finished the body in high res. I'm pretty happy that I finally found something to make good renders with normal mapped models too... XNormal. Actually someone told me about it while ago.
Anyway here's a little update...
Here's her body sans head. Havn't unwrapped the head yet so I didn't include it. At 1786 polys.
Without normal maps.
Normal mapped...
A wire.
And the high res at 418,078 polys.
I'm using two normal maps so far... will be three with the head. I still need to touch these up. Everything has it's own texture space.
The body...
and the limbs...
I know this isn't perfect but it's my first attempt at creating a normal mapped model.
Forgot to mention if anyone wants to see anything close up, let me know.
Looks cool man. I really like low poly mesh you got there. Her highrez face ain't the best though and needs some more work. From this view it looks like her jaw is too thin in highrez. By the way I discovered Xnormal yesterday also and gonna try it myself.
Nice model! I think the breast need a bit more polygons, look too much polygonal(specially at edges) for my hands But if you are putting near the bandolier/ammo won't matter too much I bet.
Btw, if you assign the DiffuseGI texture slot in the 3D viewer you will get some kind of fake outdoor illumination so your model won't look so dark.
I don't know man. Its her facial proportions that are the problem here. Out of my head.
Eyebrows are too high.
Nose is too long ( if that is tweakeed, lips should also be moved up)
Her lower lip is too full in the corners.
Back of the jaw is too thin, it should be wider.
Well, I'm pretty damn pissed right now. I tried fooling around with the head model in blender and it somehow erased it... the actual file still exists but it's an empty file. I thought I should have made a backup before loading it into blender in case it somewhow messed it up but I thought how could that happen? Now it has ... WTF?!?!
I have an unmapped one backed up but I really want to kill something right now.
That really bites, but it's a problem that all of us encounter at one point or another. I eventually got fed up with losing my work, and now I save every hour or so. After each session, or after I feel I've made enough progress, I'll save my work as a completely new file, instead of just overwriting the previous one. This has saved me from many a headache by now.
I currently have eleven different files for one sculpt that I've been working on for the past few days. It may sound excessive, but do you know what? Mudbox has crashed several times, and being careful has done wonders in the long run.
Instead of thinking of this experience as a negative, think of it as a positive. It'll give you a chance to go back and rethink some of your design choices to ensure that you get the best-quality model possible. You've (hopefully) learned to save often. And in the end, practice is still practice.
Replies
Here's some wires but it's all tripled since some polies don't show when it's not. The one poly strip sufaces didn't render correctly in these( eg bandoleer ).
It would help this model to follow the saying "less is more". It suffers from being too excessive and lacking a clear design. Does she really need all those zippers, pockets, straps, arm bands, etc...and are you willing to texture them all? I advise you spend less time thinking about accessories, and more time refining the face and hair and wardrobe. She lacks style or any unique features.
Anyway here's a little update...
Here's her body sans head. Havn't unwrapped the head yet so I didn't include it. At 1786 polys.
Without normal maps.
Normal mapped...
A wire.
And the high res at 418,078 polys.
I'm using two normal maps so far... will be three with the head. I still need to touch these up. Everything has it's own texture space.
The body...
and the limbs...
I know this isn't perfect but it's my first attempt at creating a normal mapped model.
Forgot to mention if anyone wants to see anything close up, let me know.
Btw, if you assign the DiffuseGI texture slot in the 3D viewer you will get some kind of fake outdoor illumination so your model won't look so dark.
Piotr,
Where would you recommend I put more detail in the face without becoming grizzled?
Here's a mugshot.
Jogshy,
Yeah, I think her breasts are a little polygonal but I think I'm gonna leave 'em be.
Eyebrows are too high.
Nose is too long ( if that is tweakeed, lips should also be moved up)
Her lower lip is too full in the corners.
Back of the jaw is too thin, it should be wider.
Here's the texture.
I have an unmapped one backed up but I really want to kill something right now.
I currently have eleven different files for one sculpt that I've been working on for the past few days. It may sound excessive, but do you know what? Mudbox has crashed several times, and being careful has done wonders in the long run.
Instead of thinking of this experience as a negative, think of it as a positive. It'll give you a chance to go back and rethink some of your design choices to ensure that you get the best-quality model possible. You've (hopefully) learned to save often. And in the end, practice is still practice.